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Reader Comments (28)

Posted: Nov 9th 2010 12:50PM (Unverified) said

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"I don't mind low level caps, but I can't see how 30 is doable. I mean, CO at 40 isn't that hard to get to. 30 means either 25-30 take a long time, or you level to cap in a month."

The number on a level cap is meaningless.
It all depends on the speed, challenge, and fun of gameplay.

The number on the max level has no real value.

A level 30 max game can end up longer and funner than a level 80 max game. It all depends on how levels advance behind the pixels.


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Posted: Nov 9th 2010 1:32PM Dblade said

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It's not meaningless at all. There are upper limits to how long you can make an individual level take without causing burnout. 1-30 is not a long grind at all unless you make the last levels take a month of average play to finish: 1-5 is the common tutorial level set where people get it done in the first session.

Also, once you hit cap is when advancement slows radically, and you focus purely on doing the same things over and over with much less variation. A low level ceiling to me says expect to do a lot of instances and gear grinds rather early in the game's lifecycle.

Seriously, look at CO. 40 levels, the last ones are a decent amount of EXP, but you can beat the game in a couple of weeks of hard play. I can't see DCUO and 30 levels taking much longer, unless it slows advancement down to a crawl.
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Posted: Nov 9th 2010 1:33PM (Unverified) said

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DDO's initial level cap was 10. It's only 20 right now. Even Guild Wars's level cap is still 20 after all this time.

The actual number on the cap doesn't really matter so much as how much content they can fit in there.
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Posted: Nov 9th 2010 2:05PM Dblade said

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Yeah, but what happens? They just roll alts, or run repeatable instances for gear, or PvP. The game freezes. Both those examples are also games where they really don't care whether or not you play a lot, because of payment structures: DDO sells content, GW is buy the box and forget it.

Players also outstrip content very easily, and designing unique, enjoyable content is very hard to do at level cap. So most games just make the endgame stuff grinds.
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Posted: Nov 9th 2010 4:01PM (Unverified) said

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"where they really don't care whether or not you play a lot, "

1) I disagree, the number on the level cap has no value. All that matters is the "gameplay" to reach whatever the cap is.

2)
Yeah but DCUO doesn't really seem focused at all around the player that comes in and hardcore grinds the game for a weeks.

DCUO being and Action MMO rather than a MMORPG along with the game mechanics so far seems more focused on short bursts of gameplay and downtime not long hardcore grinds.

I suspect that even if the max level was higher most hardcore types will burn thru and leave the game rather quickly.
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Posted: Nov 9th 2010 3:45AM pcgneurotic said

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But this is enirely subjective. It could be the longest, hardest 30 levels in the history of everything ever. Also, you're clearly speaking from point of view of a power-leveller, whereas not everyone is and really, one doesn't design an entire game costing squillions of game-bucks to develop so it can be cained out in three days by only one part of your player base.

Posted: Nov 9th 2010 1:50PM Dblade said

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As above, it can't be hard, because then advancement for normal people slows to a crawl. It would be like classic eq where your entire play session is trying to fill one bubble out of 5 to fill one bar out of 5 to level once. People quit that game without reaching cap. There's some subjectivity, yeah, but I think there is a reasonable upper limit for leveling time per level. With a lower level cap you have to extend that to beyond what average people find comfortable to give the game legs.

It's not about PLing, that can be done regardless of level cap, but normal average play. If you spend 4 hours a day leveling, and get an average of one level doing so, you are at cap in a month. That's not a rush for most people.
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Posted: Nov 9th 2010 4:09PM (Unverified) said

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"It's not about PLing, that can be done regardless of level cap, but normal average play. If you spend 4 hours a day leveling, and get an average of one level doing so, you are at cap in a month. That's not a rush for most people."

1) I think your 4 hours a day is a way high estimate for the average player DCUO seems to be targeting.


2) The time is takes to level is important if the content was just a bunch of grinding.

But with a alot of fresh and exciting content at each level range, longer level "timeframes" can be perfectly reasonable.

3) What is leveling anyways. Leveling to alot of the old MMO player base is simply the hoops you have to jump thru to get to endgame content.

So even if leveling on release if longer but funner alot of folks will burn thru it without looking anyways. Because they are only interested in endgame.

It is actually interesting to think about. Is "leveling" even needed in MMOs or even really desired by alot of the player bases. This hold especially true to games like DCUO that have moved away from being a MMORPG.
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